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Experiences with Empire of the Ghouls, Night Below, or Other Underdark Adventures?
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<blockquote data-quote="Orius" data-source="post: 8330555" data-attributes="member: 8863"><p>Night Below tends to be something of a slog, especially in the second book. The main problem is that Book 2 is a lot filler designed to level up the players so they can take on the City of the Glass Pool at the end of the book, and in order to get the XP for that a DM really does need to fall back on GP = XP because there's really not enough monster XP to fill the gap.</p><p></p><p>Of course there's piles and piles of cash lying around and I suppose Sargent even assumed that only small amounts of it would be carried off if the DM enforced encumbrance, but he slips up with a magic item back in Book 1. This item is a little figurine of a cottage that can be used to create a full sized shelter. Well, my players quickly learned to dump all those piles of money in the cottage and use it to easily haul it back to the surface! And this isn't an isolated case, from other accounts I've read, other groups figured that out pretty damn quick too. There are limits on the cottage, but they don't really matter. It can only be used once or maybe twice a week, but it takes several weeks or even months to move around down there so the party has time on their side to abuse the cottage. There's a command word which must be learned through <em>identify, </em>and the chance to learn it is pretty low, but my players did eventually get lucky with the dice.</p><p></p><p>Night Below is okay, but there are a few flaws in it. I'd say Gary did a far better job describing an Underdark setting in a third of the pages with D 1-3.</p></blockquote><p></p>
[QUOTE="Orius, post: 8330555, member: 8863"] Night Below tends to be something of a slog, especially in the second book. The main problem is that Book 2 is a lot filler designed to level up the players so they can take on the City of the Glass Pool at the end of the book, and in order to get the XP for that a DM really does need to fall back on GP = XP because there's really not enough monster XP to fill the gap. Of course there's piles and piles of cash lying around and I suppose Sargent even assumed that only small amounts of it would be carried off if the DM enforced encumbrance, but he slips up with a magic item back in Book 1. This item is a little figurine of a cottage that can be used to create a full sized shelter. Well, my players quickly learned to dump all those piles of money in the cottage and use it to easily haul it back to the surface! And this isn't an isolated case, from other accounts I've read, other groups figured that out pretty damn quick too. There are limits on the cottage, but they don't really matter. It can only be used once or maybe twice a week, but it takes several weeks or even months to move around down there so the party has time on their side to abuse the cottage. There's a command word which must be learned through [I]identify, [/I]and the chance to learn it is pretty low, but my players did eventually get lucky with the dice. Night Below is okay, but there are a few flaws in it. I'd say Gary did a far better job describing an Underdark setting in a third of the pages with D 1-3. [/QUOTE]
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Experiences with Empire of the Ghouls, Night Below, or Other Underdark Adventures?
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